- simgrid::s4u::Host::on_creation.connect(&onCreation);
- simgrid::s4u::Host::on_state_change.connect(&onHostChange);
- simgrid::s4u::Host::on_speed_change.connect(&onHostChange);
- simgrid::s4u::Host::on_destruction.connect(&onHostDestruction);
- simgrid::s4u::on_simulation_end.connect(&onSimulationEnd);
- simgrid::surf::CpuAction::on_state_change.connect(&onActionStateChange);
+ simgrid::s4u::Host::on_creation.connect(&on_creation);
+ simgrid::s4u::Host::on_state_change.connect(&on_host_change);
+ simgrid::s4u::Host::on_speed_change.connect(&on_host_change);
+ simgrid::s4u::Host::on_destruction.connect(&on_host_destruction);
+ simgrid::s4u::on_simulation_end.connect(&on_simulation_end);
+ simgrid::surf::CpuAction::on_state_change.connect(&on_action_state_change);
+ // We may only have one actor on a node. If that actor executes something like
+ // compute -> recv -> compute
+ // the recv operation will not trigger a "CpuAction::on_state_change". This means
+ // that the next trigger would be the 2nd compute, hence ignoring the idle time
+ // during the recv call. By updating at the beginning of a compute, we can
+ // fix that. (If the cpu is not idle, this is not required.)
+ simgrid::kernel::activity::ExecImpl::on_creation.connect([](simgrid::kernel::activity::ExecImplPtr activity){
+ if (activity->host_ != nullptr) { // We only run on one host
+ simgrid::s4u::Host* host = activity->host_;
+ if (dynamic_cast<simgrid::s4u::VirtualMachine*>(activity->host_))
+ host = dynamic_cast<simgrid::s4u::VirtualMachine*>(activity->host_)->get_pm();
+
+ host->extension<HostEnergy>()->update();
+ }
+ });